AI Transparency Index: Every AI Disclosure on Steam, Tracked and Searchable
19127
19,127
disclosures tracked
+401 this week
76%
Visual AI
most common disclosure type
76% of all disclosures · 3.1x vs audio ai
31
31%
use AI for 2+ purposes
5987 of 19,127 products
tag: Management
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Agile Team In-game content art | AI assisted in asset generation and editing of game and marketing materials. | Agile Team | - | Aug 12, 2026 | |
Motel Owner Simulator In-game content artaudiotext | Generative AI was used to create some in-game character artwork, images used in cutscenes, and to assist with voice-over and subtitle creation. | GOGAME | - | Aug 12, 2026 | |
Incremental Donuts In-game content artaudiocode | This game was developed with the assistance of AI tools. Some visual and audio assets were created using generative AI tools, then reviewed, selected, and refined by the developer. Portions of the game's code were written with the assistance of AI coding tools under the developer's direction and review. Game design, systems, balance, and all final decisions are the developer's own. No AI content is generated live within the game. | MuckMedia | - | Aug 12, 2026 | |
足球经理:自走棋 In-game content arttext | Generative AI tools were used to create some static art assets, narrative text and promotional materials included within the game. All AI-generated content has been manually reviewed, edited and adjusted by our development team to ensure compliance. | 刻奇游戏 | - | Aug 12, 2026 | |
Car Wash Simulator In-game content artaudio | As a solo developer working with a limited budget, I used generative AI tools to help bring my vision to life and add more variety to the game. Specifically, AI generated 10-20 graphical assets and assisted in creating about half of the game's music tracks. The vast majority of the game (over 95%) - including all core design, programming, and mechanics was created entirely by hand. | Majestic Twelve | 34 | Aug 11, 2026 | |
Hero Investor In-game content artaudio | Generative AI tools were used during development to create selected pre-generated visual assets, including the application icon, HUD texture, Property Marketplace illustrations, and Legacy Vault artwork. Four background-music tracks were also created using Google Gemini. All AI-assisted content was reviewed by the developer and packaged with the game. Hero Investor does not generate AI content during gameplay or send player data to an AI service. | SmartAtum | - | Aug 11, 2026 | |
Outdoor Wine Market Simulator In-game content art | This game uses AI for UI and other 2D artwork. AI is also used to generate marketing artwork. | navlikesbunnies | - | Aug 11, 2026 | |
Long Dives Dev only codetext | Development of this game used AI under human direction and review for the code and game text. | KazooKat | - | Aug 11, 2026 | |
Dead Tube In-game content art | Generative AI was used to create a small portion of the game’s artwork. | DaiFire | - | Aug 11, 2026 | |
Fablewood Chronicles In-game content artcodetext | AI was used to generate code, art prototypes which were then handcrafted in Aseprite, CSS for UIs, and tedious copy stuffed in nooks and crannies to fill out the world. | Developesque | - | Aug 11, 2026 | |
Beehive Simulator Store/marketing art | Only the game's logo was generated using AI, solely as a temporary placeholder. It will eventually be replaced with artwork created by a human artist. | Eragone | - | Aug 11, 2026 | |
Frontier Protocol Dev only code | During development, as a solo developer, Claude Code was especially helpful for debugging, development and testing. There is no LLM usage within Frontier Protocol and no external connection is required to play Frontier Protocol. | William Radcliffe | - | Aug 11, 2026 | |
Ticker & Trade In-game content artcode | The developer uses generative artificial intelligence to create some portions of the game including code and artwork. All creative decisions and testing have been performed by the developer. | jamminTheDev LLC | - | Aug 11, 2026 | |
Froggous Grove In-game content audio | The game's music was generated using an AI tool (Suno), then selected and mixed by me. Everything else — 3D models, textures, animations, sound effects, text and code is handmade. My goal is to replace it with original compositions from a human artist as soon as sales allow. | Bloom³ | - | Aug 11, 2026 | |
Click to Obsolete In-game content artaudio | AI was used to assist with code, art, and sfx. I have manually edited and polished all AI-assisted elements by hand to make them as unsloppy as I possibly can. If anything feels like slop, please let me know in the Community Discussions / Discord, and I'll do my best to fix it. Thanks! :) | Shaked Yarkony | - | Aug 11, 2026 | |
Setter: Volleyball Manager 27 In-game content art | Setter uses generative AI in a limited way. The portrait images for fictional and youth players were created with AI image tools during development and ship as fixed assets: the game does not generate any content live while you play. Some promotional materials on this store page may also include AI-assisted artwork. | Setter | - | Aug 11, 2026 | |
Stash Mayhem In-game content audiotext | Some of the music in this game was created using AI tools. Text translations for some of the supported languages were also produced with AI tools | Nauco Labs | - | Aug 11, 2026 | |
Dice Factory In-game content text | Dice Factory is translated to English & French by me.
For all the other languages, I was helped by AI. | mrTodo | - | Aug 11, 2026 | |
Steal & Sell Simulator In-game content art | Some in-game images were created with limited assistance from AI tools, then refined, adjusted, and completed by human artists. | DreamWay Games | - | Aug 11, 2026 | |
守护我的大火箭 In-game content textart | We use AI to assist with localization and to create some of the comics used for in-game tutorials. | Gugu Studio | - | Aug 11, 2026 | |
Ice Cream Truck Simulator In-game content audioart | - sound effects
- male/female speeches
- some UI elements
- models (character) | B.S.S. | - | Aug 10, 2026 | |
Fish Lab In-game content textaudio | No AI-generated images and I made all the music by hand. Some text may be translated with AI. | stonecodes | - | Aug 10, 2026 | |
Irish Sport Manager In-game content text | Some in-game text and store page copy was drafted with an AI assistant and edited by the developer. No generative AI runs in the game or generates content at runtime. All artwork is programmatically composited from photographs taken by the developer. | Loophead Labs | - | Aug 8, 2026 | |
Harvesys: Farming Factory In-game content audioarttext | Some BGM are AI-generated. Additionally, some textures were AI-generated based on human designs and fully refined by hand. AI tools were also used for translation and general development assistance. | W77Games | - | Aug 8, 2026 | |
For the Fatherland: Chronicle of Park Chung-hee In-game content artaudiotext | Assisted by AI for code development, optimization, bug fixing, select visual assets, music creation, and English localization. | Fultuka | - | Aug 8, 2026 | |
Aura Farmer 67 In-game content artaudio | All this game images and sounds are generated with the help of IA tools. | saBOR Gamedev | - | Aug 8, 2026 | |
HR Hell In-game content art | This game uses generative AI to create some of its visual assets, including artwork, background imagery, and marketing graphics. All AI-generated images are reviewed and edited by a human before release. | playerboot | - | Aug 8, 2026 | |
CAPITALIUM In-game content artaudio | This game uses AI-generated art and audio assets created during development. | WinFive Games | - | Aug 8, 2026 | |
Harvest Deadline In-game content arttext | Some visual assets, store page artwork, marketing materials, and localized store text were created or assisted using generative AI tools. All AI-assisted content is reviewed and curated by the developers before being used in the game or on the Steam store page. | Second Wind Games | - | Aug 8, 2026 | |
LeManager In-game content arttext | AI is used to generate the club crests for the fictional first-division clubs, and to translate the game into languages the developer does not speak. The game's design, systems, and data logic are the developer's own. | LudoCar | - | Aug 8, 2026 | |
Nicotine Merchant Simulator™ In-game content textart | AI helped with translating into different languages and with editing some of the original textures. | pickaxe | - | Aug 8, 2026 | |
Dungeon Cooking In-game content arttext | Dungeon Cooking uses generative AI tools for some of its content, created during development (pre-generated, not generated in real time):
- Part of the creature art: 6 of the game's 18 monsters were made with AI image tools, then edited and integrated by the developer.
- Some in-game dungeon event content was drafted with AI assistance and edited by the developer.
- The announcement trailer was produced using AI tools.
The rest of the game's art comes from licensed asset packs and the developer's own work. All AI-generated content was reviewed and curated by the developer before shipping. | Unkind Logic | - | Aug 8, 2026 | |
Bankr In-game content art | Some character portrait sprite sheets and brand/division imagery shipped with Bankr are produced with generative AI tools during development, then reviewed and edited by the team before inclusion. All game text, simulation code, balance-sheet math, ratio logic, and gameplay systems are human-authored. No content is AI-generated at runtime — every asset is pre-rendered and pinned in the build. | Wend Games & Entertainment | - | Aug 8, 2026 | |
Market Manager Simulator In-game content textart | AI was used for some translations and visual assets. The game does not generate AI content during gameplay, and AI was not used to write the game's code. | Bugurca Game Studio | - | Aug 8, 2026 | |
Timberline Factory Store/marketing art | Timberline Factory is a 100% hand-crafted physics and factory simulation developed by a solo indie developer. All 3D models, game mechanics, conveyor physics, and factory systems were manually designed and built. AI tools were only used as an assistant to help generate the 2D promotional store banner artwork. | El Grande Games | - | Aug 7, 2026 | |
Zombie Cropse In-game content artaudiotext | Generative AI tools were used during development to create portions of the game’s artwork,sound and localization. Each AI-assisted asset was reviewed, edited, palette-matched, and curated by the developer. | YCF Productions | - | Aug 7, 2026 | |
The Potion Stand : Brewing for Sprites In-game content text | I received assistance from text-generative AI (LLM) for the English translation (localization) of all in-game text (dialogues, UI, system messages) and for writing the English description on the Steam store page. | Warm Cup Studio | - | Aug 7, 2026 | |
1.44MB RESCUE In-game content audioarttext | AI tools were used during development to help compose the soundtrack, draw the pixel art, and draft text (including localization and this store page), all under human direction — every piece was reviewed, curated, and approved by the developer. All content is fixed at build time; the game contains no live or runtime AI generation. | Soarinto Inc. | - | Aug 7, 2026 | |
Mergeopolis Dev only | Generative AI was used throughout nearly every aspect of this game's development and production. AI and a human developer formed an unholy union of sound and mind (a merge, if you will) to birth this production.
No generative AI runs during gameplay. Its contributions were created during development. | Obsolete Robot | - | Aug 7, 2026 | |
Immortalitea Dev only codeart | I mostly use AI for debugging and I make it document my code for me. I've been using it for placeholder art but intend on replacing all, or at least most of them by release. I use it like a tool I can turn to for general tasks rather then a crutch that does everything. | CronicGames | - | Aug 7, 2026 | |
Wildmark In-game content artaudiotext | Wildmark was made by one person. The story and all of its dialogue are my own, written by me. But without a studio's budget to commission artists, composers, and voice actors, I used generative AI tools to help create much of what you see. Nothing ships as a raw, untouched generation: every asset was hand-directed, chosen, refined, and assembled to fit a single cohesive, hand-crafted style and world, and reviewed by me to make sure it belonged. In the end, what matters is whether the game is enjoyable and worth your time, not which tools helped build it. | Jaco Stander | - | Aug 7, 2026 | |
Lumber Tycoon Island In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | - | Aug 7, 2026 | |
Buckaroo In-game content artaudiocode | I’m a web designer by day, and making a game has been a childhood dream of mine. I used generative AI as part of my development process, including helping with code, visual and audio assets. Every asset included in the final game was personally selected, refined by hand, placed, and directed by me to match the game’s overall vision. | Max G Games | - | Aug 7, 2026 | |
KERF: Sawmill Tycoon In-game content audioarttext | This game uses generative AI tools for some of its pre-made content. The soundtrack and some sound effects were created with AI audio tools. Some 3D models (such as vehicles and NPC characters) started as AI-generated drafts and were then manually reworked. Translations of the game's interface from English and Polish into the other supported languages were prepared with AI assistance. All AI-assisted content was reviewed by the developer. No content is generated by AI during gameplay. | MGDB Studio | - | Aug 7, 2026 | |
Business And Life Simulator In-game content art | Business And Life Simulator, uses generative AI-assisted artwork in some packaging visuals for in-game products/items. Generative AI is not used in any other part of the game, and we are working to remove these AI-assisted visuals before the full release. | EE GAMES | - | Aug 7, 2026 | |
Reino Visigodo: Conquista de Hispania In-game content art | This game was developed with the assistance of generative AI tools during production. AI-generated 2D artwork (building icons, unit portraits, background illustrations, and UI elements) was created and curated by the development team as part of the game's visual assets. AI is not used to generate content dynamically during gameplay -- all art assets are fixed and shipped with the game. In-game opponent behavior uses traditional programmed game logic, not generative AI. | MMF Games | - | Aug 7, 2026 | |
Clickbait Tycoon In-game content art | Many of our icons have been created via generative AI. | FrostyVoid Inc. | - | Aug 7, 2026 | |
Hot Seat Triage In-game content arttextcode | Hot Seat Triage uses AI tools during development only; the game contains no live AI generation at runtime.
Code: The game's code was written with the assistance of Claude (Anthropic). All AI-assisted code was directed, reviewed and tested by the developer.
Art: The in-game background image was initially generated with Nano Banana 2, then manually edited and finalized by the developer. All other art and UI assets are human-made.
Text: Clinical case scenarios were drafted with AI assistance and then reviewed, corrected and medically approved by the developer, an emergency medicine physician.
Audio: The theme music and some sound effects were created by the developer using Suno.
All AI-assisted content was human-reviewed before inclusion. | System Two Games | - | Aug 7, 2026 | |
Dawnkeep Dev only codetext | AI tools were used as assistive tools during development, specifically for code writing and text proofreading. No AI-generated content is used in the game's art assets, sound effects, or music. | Zang | - | Aug 7, 2026 | |
Path to Catakombs Live AI | The game uses AI for procedural dungeon generation, gameplay management, and realistic enemy behavior simulation. | Catakombs | - | Aug 7, 2026 |
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